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godot-gdscript-patterns

Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.

82

1.52x
Quality

76%

Does it follow best practices?

Impact

90%

1.52x

Average score across 3 eval scenarios

SecuritybySnyk

Passed

No findings from the security scan

Fix and improve this skill with Tessl

tessl review fix ./tests/ext_conformance/artifacts/agents-wshobson/game-development/skills/godot-gdscript-patterns/SKILL.md

The canonical home for this skill is godot-gdscript-patterns in wshobson/agents

SKILL.md
Quality
Evals
Security

Quality

Content

65%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

Excellent executable code quality — every pattern is complete and copy-paste ready — but the skill bundles everything into one monolithic SKILL.md with no progressive disclosure or external references. Workflow clarity is also diluted by the absence of pattern-selection guidance and validation checkpoints.

Suggestions

Split each pattern (state machine, autoloads, resources, pooling, components, scene management, save system) into its own file under references/ and keep SKILL.md as a concise overview with one-level-deep, clearly signaled links (e.g., '**State machines**: See [references/state-machine.md](references/state-machine.md)').

Add decision guidance — a short 'which pattern when' table or list (e.g., 'use components when multiple entity types share behavior; use an event bus when systems must not reference each other') so the catalog becomes an applicable workflow.

Remove or drastically shrink the 'GDScript Basics' section, which re-teaches exports, onready, and naming conventions Claude already knows, and trim the boilerplate repeated across pattern examples.

DimensionReasoningScore

Conciseness

Mostly dense, useful code, but the "Core Concepts / GDScript Basics" section annotates fundamentals Claude already knows ("# Exports (Inspector-editable)", "# Onready (initialized when ready)", "# Private variables (convention: underscore prefix)"). Not score 2 because there is little padded prose, and not score 4+ because that basics section and some duplicated boilerplate across patterns could be trimmed.

3 / 5

Actionability

All seven patterns are complete, executable, copy-paste-ready GDScript with class_name declarations, wiring comments (e.g., "# state_machine.gd", "# Add to Project Settings > Autoload"), and consistent usage examples. Covers the common cases (player state, event bus, save/load, pooling) exactly as the anchor-5 example does.

5 / 5

Workflow Clarity

Sections are well ordered (When to Use → Concepts → Patterns → Performance → Best Practices), but there is no decision guidance for which pattern fits which situation and no validation checkpoints (e.g., the save system's error path is just a signal emit with no verify/retry loop). It is above anchor 2 because sequence and structure are present, but below anchor 4 because checkpoints and selection guidance are missing.

3 / 5

Progressive Disclosure

The skill is a single ~780-line monolith with no references/, scripts/, or assets/ bundle; roughly 700 lines of full pattern implementations that belong in separate reference files are inlined. It scores 3 rather than 2 because section headers (numbered patterns, Performance Tips, Best Practices) give it real navigable structure, matching the anchor-3 example of well-headed inline content that should be split out.

3 / 5

Total

14

/

20

Passed

Description

87%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong description with an explicit "Use when..." clause, clear domain naming, and multiple natural trigger phrases. The only weakness is that the capability list names pattern topics rather than concrete actions, which slightly blunts specificity.

DimensionReasoningScore

Specificity

Enumerates several specific capability areas — "signals, scenes, state machines, and optimization" — but the governing verb is generic ("Master ... patterns"), so it names topics rather than concrete actions like extract or fill. It sits above anchor 3 (only 1-2 actions) and below anchor 5 (comprehensive concrete actions).

4 / 5

Completeness

Explicitly answers what ("Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization") and when ("Use when building Godot games, implementing game systems, or learning GDScript best practices") with concrete trigger phrases. Matches the anchor-5 good example structure; neither half is vague or merely implied.

5 / 5

Trigger Term Quality

"building Godot games", "implementing game systems", "learning GDScript best practices" are natural phrases users would say, and "Godot"/"GDScript" are strong domain keywords. A few common variations are missing (e.g., "game engine", ".gd", "nodes/scenes" as trigger words), keeping it below anchor 5.

4 / 5

Distinctiveness Conflict Risk

"Godot 4 GDScript" carves out a clear niche with distinct triggers; no plausible overlap with generic programming or other engine skills. Not below anchor 5 because no competing-skill ambiguity exists in the stated triggers.

5 / 5

Total

18

/

20

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation — 15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

skill_md_line_count

SKILL.md is long (808 lines); consider splitting into references/ and linking

Warning

Total

15

/

16

Passed

Repository
Dicklesworthstone/pi_agent_rust
Reviewed

Table of Contents

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